#86430 - Ryan FB - Wed Jun 07, 2006 4:27 am
Ported this over the weekend, I think it's in a state now where some people will be able to use it. Initial reports are that it has issues running on CF-based carts, I only have a SuperCard SD to test with so I haven't been able to debug it on CF to see what's going on.
Built against SaTa's modified FAT libraries from REIN (SD users probably want this):
http://www.cryptosystem.org/projects/nds/picodriveds.nds
http://www.cryptosystem.org/projects/nds/picodriveds.nds.gba
Built against chishm's FAT libraries with just CF enabled:
http://www.cryptosystem.org/projects/nds/picodriveds-cf.nds
http://www.cryptosystem.org/projects/nds/picodriveds-cf.nds.gba
Copy it to your media, then copy over the Genesis ROMs you want to play (it should be able to play ROMs with .BIN, .GEN, and .SMD extensions). There's no sound, but since it uses the Cyclone 68k core which is optimized for ARM it runs well for the most part. Scaling is done in-software right now so the downscale isn't as fast or good as it could be. There's no double buffering yet so you might see tearing on some games. Y/B/A are A/B/C.
Screenshots:
http://www.cryptosystem.org/projects/nds/picodriveds-0.1-1.jpg
http://www.cryptosystem.org/projects/nds/picodriveds-0.1-2.jpg
http://www.cryptosystem.org/projects/nds/picodriveds-0.1-3.jpg
http://www.cryptosystem.org/projects/nds/picodriveds-0.1-4.jpg
Video:
http://www.cryptosystem.org/projects/nds/spaceharrier2.wmv
#86432 - Madrigal - Wed Jun 07, 2006 4:34 am
That's sweet. How is compatibility? I can't give this a try right now unfortunately as my DS broke. It will be one of the first things I give a go though once I get my replacement.
#86433 - Ryan FB - Wed Jun 07, 2006 4:37 am
Compatibility is good for the most part, with some games it's hard to tell due to copy protection code. Pirates! Gold for example, has the same issue under my emulator and a few others I've tried where it just reboots every time you press a button, and I'm thinking it's due to copy protection stuff.
#86434 - Mr. Picklesworth - Wed Jun 07, 2006 4:49 am
Cool!
Genesis is definietly a good system to have an emulator for.
Will test immediately!
Regarding sound... does the emulator you are porting support sound? (I'm just wondering if there's any chance that would happen some day :) )
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#86435 - Ryan FB - Wed Jun 07, 2006 4:53 am
The emulator I'm porting has some YM2612/sound emulation code but I'm not sure how well it works (if at all), because it's not enabled in the original version either.
#86438 - Madrigal - Wed Jun 07, 2006 5:13 am
Ryan FB wrote: |
Compatibility is good for the most part, with some games it's hard to tell due to copy protection code. Pirates! Gold for example, has the same issue under my emulator and a few others I've tried where it just reboots every time you press a button, and I'm thinking it's due to copy protection stuff. |
Sweet. You're already way ahead of SNESDS then :P
#86439 - Normmatt - Wed Jun 07, 2006 5:42 am
this isnt working on my M3SD :(
can you make a build which clears memory before booting as the m3 doesnt do this
#86440 - uzumakishade - Wed Jun 07, 2006 5:53 am
this is great, cant wait until you get it close to full speed, save states would be great too, and multiplayer, but speed being the most important
this are the games ive tested
Commercial Game - Doesnt Work
10 Commercial Games - Work
ps if you have any games you want tested i have plenty of time to do it
#86442 - Mr. Picklesworth - Wed Jun 07, 2006 6:12 am
Okay, I can confirm that it's loading and running games on GBAMP on a Flashme v6 DS with Moonshell as a bootloader!
Really nice, as I suspected... could always use a speed boost, of course, but I won't pressure you!
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Last edited by Mr. Picklesworth on Wed Jun 07, 2006 3:19 pm; edited 1 time in total
#86443 - Ryan FB - Wed Jun 07, 2006 6:17 am
If you downloaded in the past 10 minutes or so, you might redownload as for a few minutes I accidentally had a debug build up that ran much slower than normal. If you have this build gameplay will probably be on the bottom screen.
#86450 - Nuja - Wed Jun 07, 2006 8:49 am
SUGOI !!!!!
nice work mate.
I tried street of rage 1 and it work well ^^, I can't wait to see the full speed and the sound :D
Will it be possible to switch to mode full screen with a button ?
Keep the good work and thx for this ;)
#86451 - stingfist - Wed Jun 07, 2006 9:01 am
Am I doing something wrong? I am able to run the emulator but I haven't been able to run a darn rom yet! I try to load the rom...Then I wait....Wait.....Wait....Wait.....Wait....There! It displays rom info in the bottom screen...Waiting....Waiting....Waiting.....Duh where is the rom being played? Top screen is blank, bottom screen shows the info...Nothing! :(
I'm using a SCSD.
#86458 - ?hr - Wed Jun 07, 2006 10:22 am
hahaha! so great! i played marble madness over 1h on my ds now!
P.S. Duke Nukem 3D doesnt work
#86462 - LiraNuna - Wed Jun 07, 2006 11:37 am
Black screen on top tested with confirmed to be working ROMs.
Atleast Egga outputs sound and crappy graphics ;P
Edit: Sources please! maybe I will speed it up a bit...
*waves with a white [2D HW] flag*
Last edited by LiraNuna on Wed Jun 07, 2006 11:51 am; edited 2 times in total
#86463 - mntorankusu - Wed Jun 07, 2006 11:42 am
I get a black screen too. It seems to load fine, and the info is displayed on the bottom screen, but nothing happens after that.
Edit: I tried it on Supercard CF and GBAMP. Same thing on both.
#86466 - daninski - Wed Jun 07, 2006 11:52 am
it's working fine with me. i'll write up a list of my working not working roms when i get a min.
#86468 - ratx - Wed Jun 07, 2006 12:48 pm
People getting white screens on supercard: try prepending ndsloader, in my experience this usually fixes such problems, although of course this shouldn't be needed....
#86469 - HtheB - Wed Jun 07, 2006 12:54 pm
streets of rage 2 doesnt work (M3SD) :(
(it sais loaded
blablabla)
but.. it will crash :D
#86473 - Vegetable - Wed Jun 07, 2006 1:29 pm
This is the greatest emulator on the DS! Incredible job, Ryan!
I've tested six games, and they work. I've noticed that Sonic the Hedgehog 2 runs smoother than any of the games I've tried.
#86474 - Nuja - Wed Jun 07, 2006 1:35 pm
HtheB wrote: |
streets of rage 2 doesnt work (M3SD) :(
(it sais loaded
blablabla)
but.. it will crash :D |
Street of rage 2 works, i just tried it and its fine as the first one ^^. need normal speed and sound and if possible full screen :D
++
#86476 - HtheB - Wed Jun 07, 2006 1:36 pm
Nuja wrote: |
HtheB wrote: | streets of rage 2 doesnt work (M3SD) :(
(it sais loaded
blablabla)
but.. it will crash :D |
Street of rage 2 works, i just tried it and its fine as the first one ^^. need normal speed and sound and if possible full screen :D
++ |
how did you manage it ? :|
#86482 - Wonder Boy - Wed Jun 07, 2006 2:04 pm
Great first release!
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#86484 - Nuja - Wed Jun 07, 2006 2:28 pm
HtheB wrote: |
Nuja wrote: | HtheB wrote: | streets of rage 2 doesnt work (M3SD) :(
(it sais loaded
blablabla)
but.. it will crash :D |
Street of rage 2 works, i just tried it and its fine as the first one ^^. need normal speed and sound and if possible full screen :D
++ | how did you manage it ? :| |
I did nothing special. maybe its your "rom" which is not good.
#86485 - HtheB - Wed Jun 07, 2006 2:29 pm
Nuja wrote: |
HtheB wrote: | Nuja wrote: | HtheB wrote: | streets of rage 2 doesnt work (M3SD) :(
(it sais loaded
blablabla)
but.. it will crash :D |
Street of rage 2 works, i just tried it and its fine as the first one ^^. need normal speed and sound and if possible full screen :D
++ | how did you manage it ? :| |
I did nothing special. maybe its your "rom" which is not good. |
PM me the good one :(
#86486 - HtheB - Wed Jun 07, 2006 3:22 pm
Please check your PM Nuja ?_?"
#86489 - Critical_Impact - Wed Jun 07, 2006 3:46 pm
omg warez monkeys
I'd love to try this but my ds lite aint flashed and my gawd damn superpass 2 aint arrived yet :(, looks pretty cool though
#86503 - Ryan FB - Wed Jun 07, 2006 4:44 pm
stingfist wrote: |
It displays rom info in the bottom screen...Waiting....Waiting....Waiting.....Duh where is the rom being played? Top screen is blank, bottom screen shows the info...Nothing! :(
I'm using a SCSD. |
This happens to a few people and I'm not yet sure what's causing it. From the information I've gotten from those who've run a debug build, it seems like the VBlank interrupt only occurs once or twice after emulation starts, then it just stops completely.
#86506 - Kturbo - Wed Jun 07, 2006 4:53 pm
uzumakishade wrote: |
this is great, cant wait until you get it close to full speed, save states would be great too, and multiplayer, but speed being the most important
this are the games ive tested
Commercial Game - Doesnt Work
10 Commercial Games - Work
ps if you have any games you want tested i have plenty of time to do it |
Whata! How did you get any of those to work? I'm using M3CF. Tried Sonic 2, 3 and 'and knuckles'.
#86509 - thundrestrike - Wed Jun 07, 2006 5:10 pm
does this work on supercard CF?
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#86511 - LiraNuna - Wed Jun 07, 2006 5:17 pm
It's happaning because of a frame counter placed in an IRQ.
devkitARM r18+ has this unknown problem.
seems like accessing to a volatile int in VBlank which has a value >10 will freeze (????)
happands in two of my programs on the new devkits (ToD and WonDerS)
Seems like a memory problem to me... (both of them are using a lot of it)
#86512 - Kvasir - Wed Jun 07, 2006 5:47 pm
Being able to play genesis games at even 1fps on the DS has been the joy of this week, and a great birthday present.
I love you. :P
#86516 - Zed0 - Wed Jun 07, 2006 5:59 pm
Different versions of some games seem to make the difference between working and not, I tried two versions of sonic 1, one worked and one didn't.
Golden Axe 1 also confirmed to be working.
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#86534 - asgatlat - Wed Jun 07, 2006 7:03 pm
mntorankusu wrote: |
I get a black screen too. It seems to load fine, and the info is displayed on the bottom screen, but nothing happens after that.
|
same here on gbamp hacked +flashme v7
#86535 - The 9th Sage - Wed Jun 07, 2006 7:14 pm
I was happy to note that Phantasy Star 4 seemed to work for the few minutes I played it, as well as three other games.
Landstalker crashes when you try to start a new game though.
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#86540 - thundrestrike - Wed Jun 07, 2006 7:39 pm
does this work on supercard CF?
someone please answer!!!
_________________
popcorn
#86542 - Darkflame - Wed Jun 07, 2006 7:49 pm
GBAMP+CF+Flashme = dosnt work :(
Gets stuck after it loads it.
(that is, when "PicoDriveDS 0.1" appeats at the bottom center)
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#86543 - Flyfishing - Wed Jun 07, 2006 7:58 pm
thundrestrike wrote: |
does this work on supercard CF?
someone please answer!!! |
Why don't you try it and find out?
#86547 - Darkflame - Wed Jun 07, 2006 8:22 pm
I really really look forward to this :)
(when its CF card compatible, which i guess is my problem).
For the people that have it working, whats the speed/framerate like?
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#86548 - Zed0 - Wed Jun 07, 2006 8:27 pm
Darkflame wrote: |
GBAMP+CF+Flashme = dosnt work :(
Gets stuck after it loads it.
(that is, when "PicoDriveDS 0.1" appeats at the bottom center) |
That setup works great for me, try it on a different game, I've found that even different versions of the same game can make a difference.
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#86553 - ethoscapade - Wed Jun 07, 2006 8:47 pm
not working for me either, with 90% of games i get the black screen on top, the other 10% everything goes all blue.
i'm using a supercard SD + flashme v7.
Last edited by ethoscapade on Wed Jun 07, 2006 8:59 pm; edited 1 time in total
#86555 - mr_de_fursac - Wed Jun 07, 2006 8:50 pm
I tried it on my supercard CF with superpass and 1 go danelec.
I just put the .nds in my cf, unpacked some roms in it and that's all.
I tried over seven games; all were working.
Speed was about 75% of real speed.
Pretty impressive fro a first release.
Contra was unplayable due to glitches
#86557 - mortys - Wed Jun 07, 2006 8:52 pm
great works
I've just try thunder force 4 and the game crash (after the trainer)
Thunder 3 works fine but game stop and restart, 3 second after when taking an item. I suppose it come from the fact that there some sampled voice at this moment.
But however, PicoDS is so goood !
#86560 - Darkflame - Wed Jun 07, 2006 9:02 pm
I was trying Sonic 1...which i thought should work.
ok, ill try a few others...
Some act the same; others crash earlier at the "Rom Head Info:"
maybe because I am running Moonshell?
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#86562 - Shoryu - Wed Jun 07, 2006 9:12 pm
great start !
i just tried sonic1 and it ran pretty well (at like 15-20fps i don't know)
i'm using gbamp2 + MoonShell 1.31 Beta 3 as a bootloader + flashme v6. (using CF version of the emu obviously)
#86564 - Darkflame - Wed Jun 07, 2006 9:17 pm
arg..crazy..whats wrong with mine?!?!
Thats exactly my setup.
-*[/yarr]*-
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#86565 - Darkflame - Wed Jun 07, 2006 9:30 pm
I tried 8 grames, and they all crash after "picodriverDS 0.1" appears.
Whats happening at that point code wise? what should happen next?
try to track down why this program dosnt work for me.
Maybe directory structure has a barring?
(even though i can browser/select files fine..I have it on the route, the *.smd games in a folder.)
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#86567 - ethoscapade - Wed Jun 07, 2006 9:58 pm
i'm pretty sure it's just something strange in the way it'd being compiled.
for example.. remember the darkain multi-nds loader from last summer, when a lot of people still had straightup flashcarts rather than SD media adaptors, and the multiboot software provided by flashcart manufacturers only worked on commercial roms?
that stopped working for me when i upgraded to flashme v4. couldn't tell you why.
#86576 - Darkflame - Wed Jun 07, 2006 10:46 pm
Gota try to think what the difference is.
I'm using flashme6, booting straight to moonshell, then loading the emu.
I'm on a GBAMP2, 512MB CF. (freshly formated)
The emu is in the root, the roms in a folder marked "megadrive".
I am using *.smd rom types.
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#86578 - Lazy1 - Wed Jun 07, 2006 11:20 pm
I'm not sure if it would help here, but if your compiling with the -mthumb flag you might get a nice speed boost if you remove it.
I got a nice FPS boost in wolf3d by getting rid of it.
#86581 - Zed0 - Wed Jun 07, 2006 11:32 pm
hmm, I'm using GBAMP2, 256MB CF card, with the emu and a load of other stuff in the root and the roms in a folder called "sega". Both .bin and .smd have been working.
Games:
Fighting game - Fully working
Platformer - Fully working
Platformer - Working with some glitches
Overhead platformer - Not working
Racing game - Shows one screen then goes black
Baseball game - Menu works fine, doesn't get into the actual game
Also which of the below are you using? I'm using the second one and it works, although I have also tested the first and that appears to work fine too.
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#86582 - Nuja - Wed Jun 07, 2006 11:39 pm
lo Ryan FB,
Will u keep working into this project ?
Will u add sound support ? full screen mode ? and normal speed ?
Any idea of the date of the next release ?
:D
see ya ++
#86583 - dustin - Wed Jun 07, 2006 11:50 pm
I tried it out on my GBAMP with 128 MB card running on flashme launched through moonshell and it works great. The emu is not even in the root folder and it still works great. I'm using the one built with chishm's FAT libraries and strider is working pretty well.
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#86584 - Ryan FB - Thu Jun 08, 2006 12:17 am
Okay, 0.1.1 is up now (files are in the same location as the first post). Not any major changes, but hopefully a few fixes. The frameskip code was completely rewritten, and may be a little better now. Most importantly, the IRQ/VBlank code was redone and might fix the issues some users have been seeing where they just get a black screen after loading a ROM. A special thanks goes out to LiraNuna for helping me with these fixes and putting up with my stupid questions.
#86586 - Darkflame - Thu Jun 08, 2006 12:50 am
good work!
Zed0 wrote: |
Also which of the below are you using? I'm using the second one and it works, although I have also tested the first and that appears to work fine too.
|
I was using the second "picodriveds-cf.nds".
guess i'll try more roms...
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#86587 - ethoscapade - Thu Jun 08, 2006 12:50 am
works fine for me now.
great, great, great stuff. the only game i've found to be really playable at this point is rocket knight adventures, but, still, i can't wait to see more.
edit: tested all the roms i have, which isn't many, but they all "work" perfectly. thrilled to see somebody other than loopy jumping on the DS emu train. throw that sound processor on the arm7 already! =)
if i may ask, why isn't the image scaled to the full resolution of the DS's screen? you're scaling in software, you said?
update again: specific compatibility, why not
because it induces piracy. --mod
all of the below work.
8 platformers
1 scrolling fighter
1 horizontal shooter
contra hard corps doesn't scroll the background properly, so that one doesn't work, but, again, the only honestly playable game i've tried so far, given the speed, is rocket knight.
Last edited by ethoscapade on Thu Jun 08, 2006 2:50 am; edited 2 times in total
#86588 - Darkflame - Thu Jun 08, 2006 1:09 am
Wow! I updated and it works now :)
This has to be the best first release emulator ever :D
Amazing stuff.
Sonics a tad too jerky to play, but the shear number of compatible games already is fantastic.
Obviously all sorts off odds and sods to work on, but the first simple one, imo;
*Reset (so you can load a new rom without restarting)
Id like to test all my roms for compatibility :D
(Got like, 100)
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#86589 - Codemaster - Thu Jun 08, 2006 2:37 am
Thank you for making this. I've always wanted a Genesis emulator for the DS and now there's finally one. The first version didn't work for me (M3 CF), but 0.1.1 now works. Thanks!
Now for games tested:
Altered Beast (JU) (REV 02) [!] - Works
Castlevania - Bloodlines (U) [!] - Works, but your character's sprite dissapears after awhile.
Samurai Shodown (U) [!] - Works
Shadow Run (U) [!] - Works (duh), but the health bar is missing.
Yuu Yuu Hakusho - Makyou Toitsusen (J) - Works
Most of the games aren't running at full speed, but 70-90% speed is still good! All we need now is a larger screen, higher FPS, sounds, and saves/save states.
#86594 - spacepirate - Thu Jun 08, 2006 3:29 am
Anyone think we should make a separate thread for compatibility? Or is this type of stuff off limits...
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#86597 - tepples - Thu Jun 08, 2006 4:21 am
If you're developing a console emulator that runs on a Nintendo handheld, it might be best to take it to PIRACY-DOT-COM Discussion Boards, as that's where the DS based emulation community tends to hang out.
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Last edited by tepples on Sat Aug 05, 2006 6:42 pm; edited 1 time in total
#86599 - Grupstra - Thu Jun 08, 2006 4:26 am
Nice. First version didn't work on my GBAmp with CF card, however, this one plays the only game I've went to get, which is toejam and earl (a little slow, but still playable).
edit: also played Cosmic spacehead. Aside from the text being a bit small to read sometimes, it plays great.
Keep it up! Looks great.
#86610 - Hiei- - Thu Jun 08, 2006 7:31 am
Nice try, morever when we can read you did it "only" in a week-end.
But is it me or the game screen isn't using the entire DS resolution ? There's some black borders, like with the GBA titles.
The speed is really good for a first version, and the compabitility too (the three games I tested worked without any graphicals glitches)
An "unscaled mode" with a way to scroll up/down the screen wouldn't be bad though one day, or maybe if the entire DS screen is used, the scaling would look a bit better (with some games, the text is a bit hard to read, like Ragnacenty (not sure of the name), "Soleil" for the french name.
Oh, it's seems some people said the same about the screen size, so, my bad ^^
#86618 - Normmatt - Thu Jun 08, 2006 9:20 am
yes it would be great if it made use of more of the ds screen and also if anyone hasnt noticed the first two pixels in the top left corner are missing
EDIT: it appears the 2 top pixels being missing was a game specific thing
#86626 - deedark - Thu Jun 08, 2006 11:37 am
Wow, now it works for me! [tears of bliss] Sonic, in all its original glory - well, sort of... a bit slow, no sound, but great indeed in my M3 miniSD.
Maybe you could benefit from looking at GENS sourcecode; And, if you could contact Steve Snake, author of the best DOS-era genesis emulator (KGEN98) and one of the best windows genesis emulators (Kega fusion), then your PicodriveDS could improve a lot, quickly... But then it could be just me daydreaming...
-------[EDIT]--------
Is the compatibility post already up? I've tested so far only 6 ROMs, and heres my results:
Platformer - Works about 70% speed
Platformer - Works about 90% speed
Disney platformer - Works about 70% speed
Racing game - Does not boot after loading rom
Scrolling fighter - Does not boot after loading rom
Platformer - Freezes at rom header (as it is actually 2 games jointed up)
#86639 - Darkflame - Thu Jun 08, 2006 2:02 pm
minor request for next version;
*You can hold down to scroll files, rather then having to keep pressing it :)
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#86645 - Ryan FB - Thu Jun 08, 2006 3:10 pm
For all the people asking about resolution, yes 0.1.1 does not use the full resolution of the DS. This is because the scaling was done in software and to keep it fast it was mostly just some bit shifting that let me get it down to a specific resolution. I got hardware scaling working last night, and you can probably expect to see it in the next release:
http://cryptosystem.org/projects/nds/picodriveds-hwscale.jpg
#86649 - HtheB - Thu Jun 08, 2006 3:40 pm
w00t!
Finally!!!!
Streets Of Rage 2 on the Nintendo DS!! :D
* me happy * :P
:D
Do you have any plans to make things? :)
Like a ToDo list:
(graphics, sound, netplay??) :)
#86651 - Darkflame - Thu Jun 08, 2006 3:51 pm
Ryan FB wrote: |
For all the people asking about resolution, yes 0.1.1 does not use the full resolution of the DS. This is because the scaling was done in software and to keep it fast it was mostly just some bit shifting that let me get it down to a specific resolution. I got hardware scaling working last night, and you can probably expect to see it in the next release:
http://cryptosystem.org/projects/nds/picodriveds-hwscale.jpg |
Fantastic!
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#86652 - Apoc - Thu Jun 08, 2006 3:53 pm
Great work. Congratulations.
#86664 - Hiei- - Thu Jun 08, 2006 4:16 pm
Also an option to reset the emulator or go back to the rom menu without turn off/on the DS would be great too.
63 games tested out of my 200 games set.
Working : The game is working without problems.
Don't Work : The game don't load.
Working/Don't Work : The game is loading fine, but have a problem during the game, like a freeze.
Note : The tests don't consider the speed.
I will merge all the lists when I'll have finish it.
PicoDriverDS 0.1.1 Compatibility List (63 Games) :
--------------------------------------------------
Moved to PH.
Last edited by Hiei- on Thu Jun 08, 2006 6:05 pm; edited 1 time in total
#86671 - thundrestrike - Thu Jun 08, 2006 4:45 pm
wow! compatibilty for this is great!
you just opened up a whole new console for us!
ive a little question though... how didja get the name "picodrive"? ;D
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#86674 - Madrigal - Thu Jun 08, 2006 5:03 pm
Picodrive is an emulator for Nokia Symbian s60 phones. This apprears to be a port of it. I'm hoping he will port the SNES emulator as well, as it is just as good with compatibility. It has some speed problems as well, but at least you can play most games, unlike SNESDS.
#86678 - Fleet-C - Thu Jun 08, 2006 5:21 pm
There are no open source SNES emulatores for Nokia Serie60 symbian phones, and picodrive for symbian is already a port from the cyclone 6800 core for ARM from Dave (Finalburn).
Remember howver that the slowest S60 phone runs at 104Mhz and that at that speed, it is not full speed, however with newer phones at 220Mhz, it runs very well.
#86684 - LiraNuna - Thu Jun 08, 2006 5:55 pm
He can re-write the GPU emulation to direct to the DS's HW for max speed.
DS has great graphic accelration engine which must be used ;)
Framebuffers tend to be slow, and with such an optimized CPU core i'm sure you'll be able to pass the 60Hz mark. trust me on that one.
#86686 - Hiei- - Thu Jun 08, 2006 6:04 pm
Fleet-C wrote: |
There are no open source SNES emulatores for Nokia Serie60 symbian phones, and picodrive for symbian is already a port from the cyclone 6800 core for ARM from Dave (Finalburn).
Remember howver that the slowest S60 phone runs at 104Mhz and that at that speed, it is not full speed, however with newer phones at 220Mhz, it runs very well. |
Speed is already really good for a first version.
By the way, I didn't put it on the list cuz the speed isn't fixed yet, but some games are too fast lol ^^
Maybe the sound, if implementend would make problems to have full speed, but at least, the emu can stay without sound, that's not a big deal on portable.
Edit : Another great option would be to be able to use "Left-Right Control Pad Arrow to jump 10 roms before or after, in the list".
#86689 - Fleet-C - Thu Jun 08, 2006 6:19 pm
You could use some z80 core from a master system emulator for the GBA, and run it from arm7 to handle the sound?
#86692 - Hiei- - Thu Jun 08, 2006 6:28 pm
Don't know at all, but personally, I don't really care about sound.
If I read right, it's a port, so it would mean the original emulator doesn't output sound like it's written, so it would need to be coded, but code from scratch and port are not the same thing.
#86695 - thundrestrike - Thu Jun 08, 2006 6:33 pm
i care about sound...
just picture a metroid game without sound. its not metroid now is it?
sound is a big role in games...
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#86696 - Hiei- - Thu Jun 08, 2006 6:34 pm
But you prefer not to be able to play Metroid at all, than playing it without sound?
It's just a first version anyway, let's just wait.
#86699 - Fleet-C - Thu Jun 08, 2006 6:40 pm
The problem with sound and the mega drive is that it is based on the master system z80 processor, which means that if you want sound, you pretty much have to have a master system emulator + a mega drive emulator, which in the S60 takes a big performance hit, but in our case, could be spread between the arm9 and the arm7, one for the 68000 core, video output and so on and the arm7 for sound. As I said before, I believe there are some open source z80 cores for ARM around.
#86704 - tepples - Thu Jun 08, 2006 7:00 pm
Would you want to play DDR without sound?
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#86706 - Fleet-C - Thu Jun 08, 2006 7:04 pm
Well, you can have "some" sound without a z80 core, it is mostly used to play drums and samples, the question is: Would you like to have a megadrive emulator with _some_ sounds? :)
#86711 - tepples - Thu Jun 08, 2006 7:24 pm
I'm imposing a new rule for this topic to discourage piracy discussion: You may discuss the emulator compatibility of no more than two game titles per post. If you want to post compatibility lists, there's another site that would be glad to take them.
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Last edited by tepples on Sat Jun 10, 2006 4:08 pm; edited 3 times in total
#86719 - Hiei- - Thu Jun 08, 2006 7:54 pm
tepples wrote: |
Would you want to play DDR without sound? |
DDR is DDR.
You can also say "Would you want to play DS without screen?"
But, that just my point, yeah, I prefer no sound than bad speed.
#86722 - Mrshlee - Thu Jun 08, 2006 8:10 pm
I think realtime speeds and improved graphics is more important then sound
but its a bonus
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#86726 - mntorankusu - Thu Jun 08, 2006 8:20 pm
Mrshlee wrote: |
I think realtime speeds and improved graphics is more important then sound
but its a bonus |
Honestly, I think just the opposite.
Most games just aren't that fun to me without sound.
#86730 - Madrigal - Thu Jun 08, 2006 8:31 pm
I've played the SNES emulator for S60 and believe me, speed is most important. Sound really slows it down to the point where it's almost unplayable. We're not talking about a little speed hit because of sound. It's a major hit. Probably the same for the DS at this point. Most important is to get the games up to speed, and then see about sound. After all, you're playing the games, not listening to them. Sound enhances gameplay, but it isn't gameplay :P
#86732 - Fleet-C - Thu Jun 08, 2006 8:39 pm
Full speed is way more important (for me...) than sound, you might think that you would enjoy more a game with sound, but try to play with a frameskip of 2 or 3 and you will quickly change your mind.
#86735 - Darkflame - Thu Jun 08, 2006 8:50 pm
Look, I dont see what the dicusion is here.
Sound is a HUGE part of the enjoyment of a game, but a game is often unplayable if the speed isnt high enough.
Its not an OR.
As for this emu, its very early days.
However, I dont think sound is impossible, its just going to take a little while.
(its not like say, the snes emu on the gba were it needs every last cycle)
Remember also, we have a near-perfect SMS emulator for the GBA with sound. (DrSMS)
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#86748 - thundrestrike - Thu Jun 08, 2006 9:56 pm
hiei, you are talking like the only option is gameplay with no sound, or sound with no gameplay
im sure he will figure out a way to put both in it
lets get back on topic about this!
let him do the work :)
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#86788 - xtoc - Fri Jun 09, 2006 9:57 am
Two fighting games by Midway work fine; two newer ones crash.
i'll hope that import 6 buttons instead of 3
thx for this emu!
#86793 - garcimak - Fri Jun 09, 2006 12:22 pm
Certainly an already asked question but i think that could help...
Anybody knows how to put that useless bottom screen off to reduce energy
consumption ?
#86794 - Darkflame - Fri Jun 09, 2006 12:41 pm
No feature to do that yet, its a bit minor though really.
Maybe later it can have an auto-off like NesDS does.
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#86813 - lockwood - Fri Jun 09, 2006 3:40 pm
Dune works!!!
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#86834 - Ryan FB - Fri Jun 09, 2006 7:15 pm
PicoDriveDS 0.1.2 is up. Changes:
- Switched from Cyclone 0.0080 to Reesy's Cyclone 0.0084
- Switched from software scaling to hardware scaling
- Added three scale modes: Stretch, Aspect, and 1:1
- Cycle through scale modes with L
- Position the window in 1:1 mode by holding R and using the D-Pad
- Added soft reset (press select, takes you back to the ROM list)
- Added NDS banner information (shows up in WMB)
#86841 - Nuja - Fri Jun 09, 2006 8:55 pm
Ryan FB wrote: |
PicoDriveDS 0.1.2 is up. Changes:
- Switched from Cyclone 0.0080 to Reesy's Cyclone 0.0084
- Switched from software scaling to hardware scaling
- Added three scale modes: Stretch, Aspect, and 1:1
- Cycle through scale modes with L
- Position the window in 1:1 mode by holding R and using the D-Pad
- Added soft reset (press select, takes you back to the ROM list)
- Added NDS banner information (shows up in WMB)
|
Thank u man, I really appreciate your work.
edit: everything works fine. Do u think u can make it run faster ? Do u plan to add sound support ? thank in advance for the answers.
++
#86843 - Extreme Coder - Fri Jun 09, 2006 9:14 pm
I have one suggestion: can you build this with the latest version of chishm's lib so that MK3 users are able to use this?
Keep up the good work!
#86844 - Darkflame - Fri Jun 09, 2006 9:36 pm
ahh..Soft Reset! Perfect, thanks :)
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#86846 - Vegetable - Fri Jun 09, 2006 9:47 pm
Holy crap, incredible work again!
#86847 - uzumakishade - Fri Jun 09, 2006 9:49 pm
question/suggestion: will multiplayer ever be possible with this?>
#86848 - Darkflame - Fri Jun 09, 2006 10:11 pm
uzumakishade wrote: |
question/suggestion: will multiplayer ever be possible with this?> |
Lets let him get the on with the more "doable" things first before trying the map-cap hard stuff.
Gunstar heroes would be amazing, but you cant do this sort of thing till the "core" of the emulator is well made.
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#86849 - tepples - Fri Jun 09, 2006 10:24 pm
Multiplayer will be very possible, using the Kaillera technique of exchanging keypress data. But Darkflame is right: don't expect it immediately, and don't expect it to work outside the range of a compatible 802.11b access point until someone extends sgstair's Wi-Fi library to add ad-hoc mode or a soft AP.
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#86850 - uzumakishade - Fri Jun 09, 2006 10:28 pm
oh i never meant wifi multiplayer, i basic wireless multiplayer, and i didnt expect it it suddenly, i just wanted to kno if it was possible i would definately want full speed, sound, saving/save states before multiplayer anyways
#86851 - Hiei- - Fri Jun 09, 2006 10:29 pm
Thundrestrike : I was just saying that I prefer no sound than sound with less than 60fps, but if one day, both are perfect, I have not against it ^^
I'll retest the games already tested soon with v1.2 :)
#86855 - KorteX - Fri Jun 09, 2006 11:01 pm
Suggestion: L button will be necessary for emulate 6 buttons controller (i wanna play street fighter please!), maybe the button for the scaling switch will be a good idea to use a combination of buttons (example: L button + Select or Select + Start...)
#86856 - toiletking - Fri Jun 09, 2006 11:05 pm
Yop!
It's a very good job! I'm fond of amiga game, and genesis give lot of them! one of the best portable ds emulation!
Speed is good, quick reset is fantastic, and enlarge mode make me feel i'm not foward a little screen...
I have so waiting for a genesis emulator... Thanck's a lot !
#86861 - Hiei- - Fri Jun 09, 2006 11:51 pm
Ryan FB wrote: |
PicoDriveDS 0.1.2 is up. Changes:
- Switched from Cyclone 0.0080 to Reesy's Cyclone 0.0084
- Switched from software scaling to hardware scaling
- Added three scale modes: Stretch, Aspect, and 1:1
- Cycle through scale modes with L
- Position the window in 1:1 mode by holding R and using the D-Pad
- Added soft reset (press select, takes you back to the ROM list)
- Added NDS banner information (shows up in WMB)
|
- The three scaled modes are nice, even the little one (the one of the old releases) is maybe a bit useless but if it don't bug or slowdown something, that's not a problem
- The option to position the window rox :)
- The Reset too.
An option to jump 10 roms after or before with the Left-Right D-PAD Arrow wouldn't be a bad idea though, but that's not hurry.
KorteX wrote: |
Suggestion: L button will be necessary for emulate 6 buttons controller (i wanna play street fighter please!), maybe the button for the scaling switch will be a good idea to use a combination of buttons (example: L button + Select or Select + Start...) |
hmmm, personally, I prefer it stay to L (and the position to R) than have to use some things like "? + ?" or another "? + ?", but at least, a "redefinite key" menu is possible one day.
You can, anyway, play Street Fighter with 6 buttons, just use 4 buttons like all Snk Games (Low Punch / Low Kick / High Punch / High Kick).
In the olds days, I was playing it with a 3 buttons controllers for the 2nd player (High Punch / High Kick) and I don't think lot of people use the Low/Med/High, at least, just two of them).
#86863 - Darkflame - Sat Jun 10, 2006 12:44 am
Hiei- wrote: |
Thundrestrike : I was just saying that I prefer no sound than sound with less than 60fps, but if one day, both are perfect, I have not against it ^^
|
umm... snes/megadrive games didnt really work at 60fps anyway :-/
Updateing the screen more often then the game sprites could possibly be moveing at is a bit pointless.
I think most megadrive games were about 25fps, but I could be wrong.
Any framerate above 20 I find my eyes can adjust too, as long as its "stable". (eg, a stable 20 is better then jumping between 30-60)
Most cartoons are animated at, like 12fps :p
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#86865 - tepples - Sat Jun 10, 2006 2:11 am
Darkflame wrote: |
umm... snes/megadrive games didnt really work at 60fps anyway :-/ |
The North American and Japanese versions of F-Zero and Super Mario Kart ran at a stable 60 frames per second.
Quote: |
Updateing the screen more often then the game sprites could possibly be moveing at is a bit pointless. |
Unless it's updating the screen on every scanline, creating a raster effect.
Quote: |
I think most megadrive games were about 25fps, but I could be wrong. |
Sonic the Hedgehog for the Japanese Mega Drive and North American Genesis ran at a stable 60 frames per second except possibly in scenes with the ring loss particle effect. I don't see how 25fps would look all that stable unless you're in Europe, as 25fps on NTSC or PAL/M is a 2:2:3:2:3 cadence.
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#86868 - nl255 - Sat Jun 10, 2006 2:33 am
It works great so far except for one thing. While RPGs like Phantasy Star 4 and Might and Magic work fine, they are unplayable because there is no support for saving games. Hopefully SRAM saving can be implemented fairly easily.
#86882 - Darkflame - Sat Jun 10, 2006 4:04 am
tepples wrote: |
Darkflame wrote: | umm... snes/megadrive games didnt really work at 60fps anyway :-/ |
The North American and Japanese versions of F-Zero and Super Mario Kart ran at a stable 60 frames per second. |
O_O
Are you sure? not fields per second? :p
I got Mario Kart on my snes and it certainly looks no where near as smooth as MKDS.
I mean, ignoring the sprite graphics, the movement seems an order of magnitude smoother.
Quote: |
Quote: | Updateing the screen more often then the game sprites could possibly be moveing at is a bit pointless. |
Unless it's updating the screen on every scanline, creating a raster effect. |
Wouldn't that create rather visible distortions on fast moving objects?
Or, in the case of the background, a noticeable slant ?
Quote: |
I think most megadrive games were about 25fps, but I could be wrong. |
Sonic the Hedgehog for the Japanese Mega Drive and North American Genesis ran at a stable 60 frames per second except possibly in scenes with the ring loss particle effect. I don't see how 25fps would look all that stable unless you're in Europe, as 25fps on NTSC or PAL/M is a 2:2:3:2:3 cadence.[/quote]
25 as in "roughly" I meant. (so, 24,30 and what-not)
I just find it amazing that a system with such low clockspeed by todays standards can update moveing objects that many times per second.
Did sonic drop frames? I thought almost no games from that time did.
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#86885 - tepples - Sat Jun 10, 2006 4:53 am
Darkflame wrote: |
tepples wrote: | Darkflame wrote: | umm... snes/megadrive games didnt really work at 60fps anyway :-/ |
The North American and Japanese versions of F-Zero and Super Mario Kart ran at a stable 60 frames per second. |
O_O
Are you sure? not fields per second? :p |
All games for NTSC NES and well over 95 percent of games for Genesis and Super NES ran in 240p, a nonstandard progressive mode compatible with NTSC sets. In progressive modes, there's no difference between a field and a frame.
Quote: |
I got Mario Kart on my snes and it certainly looks no where near as smooth as MKDS.
I mean, ignoring the sprite graphics, the movement seems an order of magnitude smoother. |
The floor texturing system in Super Mario Kart has a bug such that the floor can only be scrolled to even texel boundaries. F-Zero does not have this limitation. But I do remember Mario Kart Super Circuit for GBA having an additional limitation that while moving is 60fps, turning is 30fps. I'll investigate Super Mario Kart further once I find an emulator capable of single stepping.
EDIT: Super Mario Kart does in fact run at 60fps.
Quote: |
Quote: | Quote: | Updateing the screen more often then the game sprites could possibly be moveing at is a bit pointless. |
Unless it's updating the screen on every scanline, creating a raster effect. |
Wouldn't that create rather visible distortions on fast moving objects?
Or, in the case of the background, a noticeable slant ? |
I must have misunderstood what you meant by "updating the screen".
Quote: |
I just find it amazing that a system with such low clockspeed by todays standards can update moveing objects that many times per second.
Did sonic drop frames? I thought almost no games from that time did. |
Sonic slowed down slightly on ring loss.
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#86898 - knight0fdragon - Sat Jun 10, 2006 9:44 am
that was due to the mass amount of rings though
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#86902 - SimonJ - Sat Jun 10, 2006 10:26 am
Hello!
I tested PicoDrive DS 0.1.2 and want to report some Bugs:
"Shinobi 3 - Return of the Ninja Master" - works good, has small graphic Bug when using "JITSU OF IKAZUCHI" main character becomes Black.(edit: main char. isn't becoming black but the jitsu is invisible, then if I jump main character is invisible but I can see the Jitsu( at this moment in the mid air)
"Sonic and Knuckles" - playable has many graphics glitches (too slow?)
Random Disney platformer - Doesn't Work (Black Screen)
#86909 - youplaboum - Sat Jun 10, 2006 12:08 pm
What about having the redimensionnal thing using the touch screen? thus it would not displease the six-buttons fans, neither the combination button press haters. I personally would like a six-button behaviour that uses all six buttons of the DS (as if you were pluging a snes controller on your genesis system).
#86912 - Hiei- - Sat Jun 10, 2006 1:14 pm
To Ryan :
About the scaling problem with the game using the smaller resolution, I think, if you decide to fix it that a choice on a
menu is the best way. They aren't a lot of games which are using it (5 of the 30 games I test, so an average of 1.6% right now).
Another way would be to check the header of those roms and if they are in the database of the emu, the emu change the scaling of the rom, but I found that hard to update. If you decide to support all the version of all the roms, it'll cost you a lot of time to add them all.
I think a menu like "Fixed scaling for games using ???x??? resolution : Yes - No" is more than enough.
Also, the SC SD seems to support only 60 files by folder, so an option in the rom list menu which bring you back on the [..] (to go out a directory fast, cuz if you are on the last rom, you need to make "up/up/up/etc..." and even with an option to jump "ten by ten", it wouldn't be perfect) by pushing "B" for example (DS "B", but the Genesis one on your emu is the same anyway ^^ Most of games I saw use this button to go back from a menu) would be cool ^^;
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#86916 - shadowcolt22 - Sat Jun 10, 2006 3:00 pm
This is awsome. Ryan your awsome. Is this the first program you've made for the DS? Compatability is excellent. Is it possible to get full speed? What about sound? 6 Buttons would be nice too. I'm just waiting for your next release. Keep it up. Your on to something. Second release and it's already better than SNESDS. Shoot, maybe you should make your own SNES emulator someday.
I tried fighter, fighter, 4 platformers, platformer, Disney platformer, 2 fighters, platformer, split-screen platformer, scrolling fighter, scrolling fighter, and platformer
sonics were a little too choppy, but all other platformers owned.
Also, after getting hit in platformers, my character always went invisible. Is there a way to fix this? I would help if I could but I don't know much about programming. Gonna learn soon though.
#86917 - mntorankusu - Sat Jun 10, 2006 3:18 pm
shadowcolt22 wrote: |
Also, after getting hit in platformers, my character always went invisible. Is there a way to fix this? I would help if I could but I don't know much about programming. Gonna learn soon though. |
In most platformers, when you get hit, your character starts blinking, by making the sprite disappear and reappear. The reason the character disappears in these games is the low frame rate of the emulator. The emulator skips frames to get the speed as close to 100% as possible, and ends up skipping the frames where your character is visible.
The only way I can imagine to fix it would be to improve the frame rate.
#86920 - tepples - Sat Jun 10, 2006 4:06 pm
youplaboum wrote: |
I personally would like a six-button behaviour that uses all six buttons of the DS (as if you were pluging a snes controller on your genesis system). |
Including Select? Genesis had A, B, C, X, Y, Z, and Mode (where the R button is on most controllers); DS has Y, B, A, L, X, Select, and R.
mntorankusu wrote: |
The only way I can imagine to fix it would be to improve the frame rate. |
Or to use a 20 fps (1 frame skip) update instead of 30 fps (2 frame skip).
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#86921 - ethoscapade - Sat Jun 10, 2006 4:09 pm
mode could be on select, and then we could use a "rap the screen for a menu" system of loopy's emulators (which honestly i've never really liked, but, hey, better that we could map physical buttons to physical buttons.
#86922 - shadowcolt22 - Sat Jun 10, 2006 4:39 pm
Dang. The Moderator edited my last post. Took all the names out of the games I listed. I don't see the big deal. Where are we supposed to post names of games and how they ran for this project?
#86923 - shadowcolt22 - Sat Jun 10, 2006 4:50 pm
[quote="tepples"][quote="youplaboum"]I personally would like a six-button behaviour that uses all six buttons of the DS (as if you were pluging a snes controller on your genesis system).[/quote]
Including Select? Genesis had A, B, C, X, Y, Z, and Mode (where the R button is on most controllers); DS has Y, B, A, L, X, Select, and R.
[quote="mntorankusu"]The only way I can imagine to fix it would be to improve the frame rate.[/quote]
Or to use a 20 fps (1 frame skip) update instead of 30 fps (2 frame skip).[/quote]
Genesis didn't have mode where the R button is on most controllers. It was on the controller's face.
http://members.sparedollar.com/gamebandit/Sega-Genesis-Cont.jpg
see
also, not all six button controllers had a mode button. The mode button wasn't used in gameplay, so it could be a touch screen button, or ommited entirley. A,B,X,Y,L,R, and start could act as genesis buttons. Select could be the mode button. and button combos can always be used
#86939 - tepples - Sat Jun 10, 2006 8:33 pm
shadowcolt22 wrote: |
Where are we supposed to post names of games and how they ran for this project? |
If the games are homebrew, and they've also been successfully tested on a Genesis flash card, then go ahead and post them here. But if the games are commercial, the rules of this forum state that you're not supposed to post about getting "backups" to run. I answered your question back on page 6.
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-- I think he moved to Tilwick.
#86949 - M3d10n - Sat Jun 10, 2006 10:18 pm
KorteX wrote: |
Suggestion: L button will be necessary for emulate 6 buttons controller (i wanna play street fighter please!), maybe the button for the scaling switch will be a good idea to use a combination of buttons (example: L button + Select or Select + Start...) |
Why use buttom combos? There's a fully functional touch screen on the system, settings could go there.
Last edited by M3d10n on Sun Jun 11, 2006 12:30 pm; edited 1 time in total
#86952 - Nuja - Sat Jun 10, 2006 10:49 pm
M3d10n wrote: |
KorteX wrote: | Suggestion: L button will be necessary for emulate 6 buttons controller (i wanna play street fighter please!), maybe the button for the scaling switch will be a good idea to use a combination of buttons (example: L button + Select or Select + Start...) |
Why use buttom combos? There's a fully funcitonal touch screen on the system, settings could go there. |
Yes great idea ^^. touch screen = lot of buttons :D
#86957 - tepples - Sat Jun 10, 2006 11:55 pm
I just hope the touch code for this option menu uses decent outlier rejection, unlike nesDS.
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#87239 - havoc_012 - Mon Jun 12, 2006 8:13 pm
I'm surprised it runs this good and has good compatability. I'd say the nds scene is doing quite well now. I can live without sound if it means better speed. Great job!
#87472 - Ryan FB - Wed Jun 14, 2006 2:02 am
PicoDriveDS 0.1.3 is up! Changes:
- Added long filename support
- Added support for going up a directory by pressing B
- Added support for skipping ahead/back 5 files at a time with R/L
- Added automatic save/load SRAM support
Files are the same place as before or you can use the handy new release directories to be sure.
The SRAM feature is not the same thing as savestates. Basically it emulates a Genesis cart's internal Save RAM, and whenever the SRAM is written to it writes out (romname).srm. When you load a game, it looks to see if that SRAM file is there and loads it if so.
#87478 - Kvasir - Wed Jun 14, 2006 2:43 am
Oh god THANK YOU Ryan FB for SRAM! It even works on SuperCard-SD, I love it. I think I'll go play some Sonic 3 now :P
#87480 - thundrestrike - Wed Jun 14, 2006 2:53 am
Ryan FB,
Do you see sound with decent gameplay speed in the future of PicodriveDS?
Is it possible?
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#87501 - Ryan FB - Wed Jun 14, 2006 4:51 am
Possible, yes. As to when, I couldn't tell you, but these things take time.
#87514 - zxc2 - Wed Jun 14, 2006 6:29 am
Ryan FB wrote: |
Possible, yes. As to when, I couldn't tell you, but these things take time. |
hi please add support to ez flash IV , i really want to use this emu in my ez flash thanks,
sorry for my english (im from mexico)
#87523 - HtheB - Wed Jun 14, 2006 8:31 am
Ryan FB wrote: |
Possible, yes. As to when, I couldn't tell you, but these things take time. |
I cross my fingers for it :D
#87536 - deedark - Wed Jun 14, 2006 10:47 am
does anyone have any idea why Sonic 3 & knuckles hangs out when picodrive is reading the rom header? is it because it is a composite game (composed by 2 cartridges)?
#87544 - daninski - Wed Jun 14, 2006 12:28 pm
a certain game thats forceful about thunder for the forth time freezes when you collect a pick-up, which is a tragedy because it looks amazing on the dslite screen and is a great game.
#87546 - Kvasir - Wed Jun 14, 2006 12:45 pm
daninski wrote: |
a certain game thats forceful about thunder for the forth time freezes when you collect a pick-up, which is a tragedy because it looks amazing on the dslite screen and is a great game. |
Barney's Hide & Seek?
I keed, I keed. I noticed the same thing as well.
#87549 - ethoscapade - Wed Jun 14, 2006 1:07 pm
bloody hell! boggles the mind that we've got all these other emulators laying around that nobody could've implemented proper SD saving into months ago. thanks for the update, now let's see hardware rendering =)
#87556 - Darkflame - Wed Jun 14, 2006 2:34 pm
Sram save...fantastic :)
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#87567 - Hiei- - Wed Jun 14, 2006 4:11 pm
deedark wrote: |
does anyone have any idea why Sonic 3 & knuckles hangs out when picodrive is reading the rom header? is it because it is a composite game (composed by 2 cartridges)? |
No. Because you can try Sonic 1 & Knuckles, the game works (press A+B+C+START to get the "real game"), Sonic 2 & Knucles also work if I remember right.
Some games don't work, yeah, like Super Street Fighter 2 (the size of the rom is recognized to zero), but It can be fixed I think (or bad rom, but I don't think so)
Ryan : Thanks a lot for the B button and left/right arrows options in the rom list ^_^
#87581 - tepples - Wed Jun 14, 2006 5:47 pm
ethoscapade wrote: |
bloody hell! boggles the mind that we've got all these other emulators laying around that nobody could've implemented proper SD saving into months ago. thanks for the update, now let's see hardware rendering =) |
That's not guaranteed. Hardware rendering needs scaling in order to fit 320x224 pixels on a 256x192 pixel screen. Does the Nintendo DS hardware support palettes and more than 256 unique tiles in rot/scale backgrounds? Or is it like the GBA in that all tiles must be 256 colors and only 256 tiles are available?
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#87600 - Ryan FB - Wed Jun 14, 2006 7:00 pm
Quote: |
does anyone have any idea why Sonic 3 & knuckles hangs out when picodrive is reading the rom header? is it because it is a composite game (composed by 2 cartridges)? |
Right now, it would be a miracle if any 4MB ROMs worked. Currently PicoDriveDS just tries to malloc however large the ROM is and fread it into memory, if that fails it's going to crash. The DS only has 4MB of RAM, and some of that is used by PicoDriveDS itself, so I would need to come up with something for large ROMs that can malloc as much as it can and then cache data from the cart using something like LRU to reduce cache misses.
SSFII is a special case that I probably won't get around to for a while.
#87607 - tepples - Wed Jun 14, 2006 7:31 pm
Ryan FB wrote: |
so I would need to come up with something for large ROMs that can malloc as much as it can and then cache data from the cart using something like LRU to reduce cache misses. |
PocketNES for GBAMP uses exactly this technique.
Quote: |
SSFII is a special case that I probably won't get around to for a while. |
The SSF2 mapper as described by that text file doesn't look more complicated than the simpler NES mappers (e.g. UNROM).
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#87609 - Darkflame - Wed Jun 14, 2006 7:33 pm
tepples wrote: |
Ryan FB wrote: | so I would need to come up with something for large ROMs that can malloc as much as it can and then cache data from the cart using something like LRU to reduce cache misses. |
PocketNES for GBAMP uses exactly this technique. |
I am 90% sure SMS for the GBAMP also does.
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#87610 - ethoscapade - Wed Jun 14, 2006 7:33 pm
tepples wrote: |
ethoscapade wrote: | bloody hell! boggles the mind that we've got all these other emulators laying around that nobody could've implemented proper SD saving into months ago. thanks for the update, now let's see hardware rendering =) |
That's not guaranteed. Hardware rendering needs scaling in order to fit 320x224 pixels on a 256x192 pixel screen. Does the Nintendo DS hardware support palettes and more than 256 unique tiles in rot/scale backgrounds? Or is it like the GBA in that all tiles must be 256 colors and only 256 tiles are available? |
tepples, just once, i really wish you wouldn't shoot down so many rhetorical suggestions. heh.
still, though, i can't think of any other way to make up the speed that's missing from picodrive. and granted, i know next to nothing about this stuff.
#87624 - RagnarTFM - Wed Jun 14, 2006 8:35 pm
Unfortunately this release of Picodrive doesn't work on my SuperCard SD(white screens after the emulator's loading).
However older versions, like PicoDriveDS 0.1.2, runs great.
Congratulations for this superb work ! ^^
#87639 - Apoc - Wed Jun 14, 2006 9:48 pm
RagnarTFM wrote: |
Unfortunately this release of Picodrive doesn't work on my SuperCard SD(white screens after the emulator's loading).
However older versions, like PicoDriveDS 0.1.2, runs great.
Congratulations for this superb work ! ^^ |
Use the .ds.gba.
#87652 - thundrestrike - Wed Jun 14, 2006 10:40 pm
for supercard homebrew, download the ds.gba and rename it to .nds
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#87654 - basilb - Wed Jun 14, 2006 10:42 pm
You are using the wrong picodrive file with the supercard sd. you need to use the regular '.nds.gba' file and rename it to '.nds'
-
ok 2 other ppl already answered that.
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#87664 - thundrestrike - Wed Jun 14, 2006 11:28 pm
haha, you makes 3 :)
i only resaid that because he didnt mention renaming it
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#87666 - miner2049er - Wed Jun 14, 2006 11:33 pm
Ryan FB wrote: |
The SRAM feature is not the same thing as savestates. Basically it emulates a Genesis cart's internal Save RAM, and whenever the SRAM is written to it writes out (romname).srm. When you load a game, it looks to see if that SRAM file is there and loads it if so. |
So do I create .sav files or .srm files on my SD Card? How does it work?
Excellent emu btw.
#87669 - RagnarTFM - Wed Jun 14, 2006 11:38 pm
Alright thanks a lot guys. =)
#87696 - Kvasir - Thu Jun 15, 2006 2:36 am
miner2049er wrote: |
Ryan FB wrote: | The SRAM feature is not the same thing as savestates. Basically it emulates a Genesis cart's internal Save RAM, and whenever the SRAM is written to it writes out (romname).srm. When you load a game, it looks to see if that SRAM file is there and loads it if so. |
So do I create .sav files or .srm files on my SD Card? How does it work?
Excellent emu btw. |
Just load up a game that uses SRAM (ala Sonic 3) and play like normal. It auto-saves (writes to SRAM) when the game calls for it. Easy peasy.
#87734 - miner2049er - Thu Jun 15, 2006 9:11 am
Kvasir wrote: |
Just load up a game that uses SRAM (ala Sonic 3) and play like normal. It auto-saves (writes to SRAM) when the game calls for it. Easy peasy. |
OK, I never used a Megadrive so I don't know exactly how their save system worked.
I am using a Supercard SD, so is it possible for me to play a game and have it save my progress to sram, then write that sram to my SD card so it is there even after I poweroff?
Is the sram data only available for as long as I am powered on?
#87736 - Kvasir - Thu Jun 15, 2006 9:22 am
It'll work after you power off, try out Sonic 3 and it should save your progress for you as you go.
#87738 - miner2049er - Thu Jun 15, 2006 10:25 am
Kvasir wrote: |
It'll work after you power off, try out Sonic 3 and it should save your progress for you as you go. |
Great, I'll try it tonight.
I'll take your word for it, but generally with the supercard you need to save sram to SD for it stay after poweroff.
Also, if I play a different game sram will be overwritten.
Maybe the .srm data in sram modifies the .smd/.bin file?
#87741 - youplaboum - Thu Jun 15, 2006 11:55 am
It seems that I have a problem with m3miniSD: After having load a game, if I push select and go to the game selection, I can't go back to the game I played. And If i use R to skip 5 files and I'm less than 5 files far from the end, the cursor get stuck one line under the last selectable.
And can you make it work by starting it with A instead of Start? (btw I never understood the differences between those two launching methods.) I believe it was working with A on the 1.2.
#87745 - miner2049er - Thu Jun 15, 2006 12:41 pm
youplaboum wrote: |
It seems that I have a problem with m3miniSD: After having load a game, if I push select and go to the game selection, I can't go back to the game I played. |
Me neither. I think it's just built that way. i.e. if you push SELECT to pick a new game it just drops the one you're currently playing.
#87764 - ethoscapade - Thu Jun 15, 2006 4:32 pm
miner:
this thing is written specifically for supercard. you don't need to do anything else. it handles saving just fine on its own.
#87771 - Ryan FB - Thu Jun 15, 2006 5:15 pm
Quote: |
Also, if I play a different game sram will be overwritten.
Maybe the .srm data in sram modifies the .smd/.bin file? |
If you have Game1.smd and Game2.smd which use SRAM and you play them, if you look at the actual files on your SD card afterwards there will be Game1.srm and Game2.srm in addition to the smd files.
youplaboum wrote: |
It seems that I have a problem with m3miniSD: After having load a game, if I push select and go to the game selection, I can't go back to the game I played. |
Can you expand on what you're saying here? I can go back to the game I was playing, but it starts over, which is the way it is currently designed. Is the game you played not on the list, or does it crash when you select it? Quote: |
And If i use R to skip 5 files and I'm less than 5 files far from the end, the cursor get stuck one line under the last selectable. |
Whoops, this is definitely a bug I didn't catch. It seems to only happen if there's just one screen of files. It will be fixed in the next release.
#87822 - blahh - Thu Jun 15, 2006 7:59 pm
Love this emulator, but i have some suggestions:
-Sound, please!!!
-When you hit Select to choose another game, and maybe you want to go back to keep playing that game, you cant... Maybe make it so that if select is hit again, it resumes the game...
-And you can add alot more menus/settings by using the touchscreen to enable the menu for loads, saves, etc...
-and is there any way to improve the speed of the game, theres a bit of delay which can get annoying...
Thanks
#87829 - youplaboum - Thu Jun 15, 2006 8:08 pm
Ryan FB wrote: |
youplaboum wrote: | It seems that I have a problem with m3miniSD: After having load a game, if I push select and go to the game selection, I can't go back to the game I played. | Can you expand on what you're saying here? I can go back to the game I was playing, but it starts over, which is the way it is currently designed. Is the game you played not on the list, or does it crash when you select it? |
The logical behaviour would be to use the select button like a "pause" one: I play, press Select to change game, change my mind, press select one more time to go back when I first pressed it.
In fact, wait for another game being selected before stopping the emulation. that way if I press select by error, I can still go back to my game without crying to death for the lost game.
#87833 - miner2049er - Thu Jun 15, 2006 8:33 pm
ethoscapade wrote: |
miner:
this thing is written specifically for supercard. you don't need to do anything else. it handles saving just fine on its own. |
Brilliant, thanks for the info.
That's what I hoped would happen but all my other emus need a .sav.
Sorted.
#88196 - shadowcolt22 - Sun Jun 18, 2006 12:35 am
I noticed that on the hedgehog games, there is a sort of ripping effect. I've gotten this affect on games like doom 3 on my pc. It's kind of hard to describe. There's sort of horizontal lines where the screen blurs. Is there a fix for this?
#88210 - Ryan FB - Sun Jun 18, 2006 2:52 am
This is because I write directly into VRAM without double buffering, so tearing sometimes results. It was one of the things I was intending to fix in 0.1.3 but it got skipped because I'm rewriting a whole lot of the video stuff right now.
#88279 - ethoscapade - Sun Jun 18, 2006 3:15 pm
that is wonderful news!
#88305 - takieda - Sun Jun 18, 2006 6:11 pm
youplaboum wrote: |
And can you make it work by starting it with A instead of Start? (btw I never understood the differences between those two launching methods.) I believe it was working with A on the 1.2. |
for M3, the easiest way to get it to work is to load Pepsiman's loader with my batch file. You can get that at http://myweb.cableone.net/takieda/bin/bootloader_v1.1.rar
(yeah, I know, it's just hosted on my isp - all other filehosts seem to think my files are somehow "illegal" and keep deleting my account)
Basically, just download the file and read the readme.txt file. It will append the loader onto your .nds file allowing you to press A instead of Start to start ANY homebrew that you have that problem with.
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#88973 - TheChuckster - Thu Jun 22, 2006 4:19 pm
Is there a way to have the SRAM get saved to a file on the media device?
#89031 - Ryan FB - Thu Jun 22, 2006 9:16 pm
TheChuckster wrote: |
Is there a way to have the SRAM get saved to a file on the media device? |
If your cart's driver supports FEATURE_MEDIUM_CANWRITE in fatlib that's how it should work automatically. Does it not work that way for you, and if so what cart are you using?
#89121 - Ryan FB - Fri Jun 23, 2006 4:33 am
PicoDriveDS 0.1.4 is up! This is mostly a minor bugfix/enhancement release while I continue work on the new renderer. Changes:- Fixed bug where R could scroll past end of file list
- Switched to unified builds, now one build should work for all SD/CF carts (thanks WinterMute)
- Added NeoFlash MK2/MK3 support (thanks WinterMute)
- Changed it so that pressing Select again without choosing a file will resume emulation
Get it here.
#89133 - daninski - Fri Jun 23, 2006 7:55 am
thanks dude :), all works lavely
#89212 - HtheB - Fri Jun 23, 2006 4:26 pm
wow!
tnx :P but we need sound and more speed :$ please
#89231 - zxc2 - Fri Jun 23, 2006 5:42 pm
thanks, but still dont work in ez flash 4 :(
#89232 - tepples - Fri Jun 23, 2006 5:43 pm
HtheB wrote: |
but we need sound and more speed :$ please |
Does :$ mean you're willing to toss some gil in the donation box?
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#89246 - Darkflame - Fri Jun 23, 2006 7:13 pm
*checks his wallet*
Rupess's, mesetta, rings and a few coins...but no gil at the moment ;)
(those phoenix downs are expensive!)
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#89248 - thundrestrike - Fri Jun 23, 2006 7:48 pm
im confused
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#89252 - ethoscapade - Fri Jun 23, 2006 8:01 pm
while i don't want to detract from time spent working on the renderer, would it be possible to release a builder that prepends the rom to the emulator for use in traditional flashcarts?
i ask because i just got an ez4, and i'm aware that ezteam is notorious for never releasing libs so ez4 support is out of the question, but a version that would enable you to build-in roms would at least work.
#89265 - HtheB - Fri Jun 23, 2006 9:59 pm
tepples wrote: |
HtheB wrote: | but we need sound and more speed :$ please |
Does :$ mean you're willing to toss some gil in the donation box? |
hahaa its a Smile.. on MSN Messenger (a "blush" smile)
#89267 - Ryan FB - Fri Jun 23, 2006 11:05 pm
ethoscapade wrote: |
i ask because i just got an ez4, and i'm aware that ezteam is notorious for never releasing libs so ez4 support is out of the question, but a version that would enable you to build-in roms would at least work. |
I just got an EZ4 as well, so I'm interested in adding support for it. I tried porting in the EZ4 SD driver from MoonShell for this release, but it crashed on boot so I removed it. I might make another build against the full MoonShell FAT libs and see if that works.
#89462 - Malc` - Sun Jun 25, 2006 12:31 am
Ryan FB wrote: |
PicoDriveDS 0.1.4 is up! This is mostly a minor bugfix/enhancement release while I continue work on the new renderer. Changes:- Fixed bug where R could scroll past end of file list
- Switched to unified builds, now one build should work for all SD/CF carts (thanks WinterMute)
- Added NeoFlash MK2/MK3 support (thanks WinterMute)
- Changed it so that pressing Select again without choosing a file will resume emulation
Get it here. |
0.1.4 isnt working for me on M3 MiniSD, I get a black black screen with some garbled graphics on the top screen - tried starting with A + Start but with no luck. 0.1.3 works fine, maybe you need to do the clearing RAM thingy for us M3 users?
Great work so far tho! :)
#89484 - ethoscapade - Sun Jun 25, 2006 3:05 am
if you actually managed to coax ez4 support out of moonshell i would have to donate at least a little bit; you'd be the first homebrew coder to have pulled it off.
and if not, i'd still be happy with traditional flashcart support =)
#89507 - cracker - Sun Jun 25, 2006 6:23 am
The 0.1.4 .nds worked fine for me on my m3 miniSD with v21 firmware and manager.
Quote: |
if you actually managed to coax ez4 support out of moonshell i would have to donate at least a little bit; you'd be the first homebrew coder to have pulled it off. |
I'm not sure if I'm understanding you right but there's no need to coax anything from anyone -- MoonShell is open source so you can use the included functions for the EZ4 and I believe other homebrew developers have already done so.
#89602 - ssj4android - Sun Jun 25, 2006 7:00 pm
If you have time, do you think you could implement sleep mode?
#90171 - hal9000 - Wed Jun 28, 2006 7:19 pm
I have a M3SD Slim and the emulator picodrive not works. My SD is formatted as Fat32, I have the ultimate firmware (e21b), I push the a button and the start, and nothing. It appears a line on a black background, and it is hung.
What I must do so that it works?
#90199 - cracker - Wed Jun 28, 2006 10:01 pm
I don't have my DS handy but it works on my m3 with v21. There are two different versions an .nds and a .ds.gba. Try the other version and it should work. If it doesn't work with A then hit Start instead.
#90200 - Ryan FB - Wed Jun 28, 2006 10:01 pm
Try PicoDriveDS 0.1.3 and see if that works. It seems like I may have broken some M3 support stuff in 0.1.4 when I switched to the new libnds, it should be fixed again in the next release.
#90210 - hal9000 - Wed Jun 28, 2006 10:50 pm
The 0.1.3 version does not work to me either. The screens appear in black.
#90442 - HtheB - Fri Jun 30, 2006 7:17 am
hal9000 wrote: |
The 0.1.3 version does not work to me either. The screens appear in black. |
O_o I got M3SD (Slim) Model too and it just works GREAT! :) keep up the good work ;)
#90521 - youplaboum - Fri Jun 30, 2006 4:32 pm
Just to say that 1.4 does not work either on my M3miniSD. 1.3 still work great though.
#92260 - troymclure - Wed Jul 12, 2006 10:56 am
when will be out the new renderer version?
#92479 - Harakiri - Thu Jul 13, 2006 5:26 pm
youplaboum wrote: |
Just to say that 1.4 does not work either on my M3miniSD. 1.3 still work great though. |
neither 1.3 nor 1.4 work on my M3 mini sd with pass3 - whats different ?
#92802 - shadowcolt22 - Sat Jul 15, 2006 12:22 am
Ryan, you should make your emulator work with EZ4 and make some speed improvements, then enter this contest.
http://sosuke.com/ezflash/about1376.html
You'd win for sure.
#93219 - Mota - Mon Jul 17, 2006 9:31 pm
Nice work! I thought I'd register to say I got this working on Supercard CF / Flashme7Lite by renaming this file:
http://www.cryptosystem.org/projects/nds/picodriveds-cf.nds.gba
...to a .nds extension
So far I've tried about 20 games on it, and every one worked, at about 80% speed. I'll definately be keeping an eye on this :)
I'm getting a Supercard MiniSD tomorrow, will return with feedback on how that one works too
Thanks again!
#93301 - Darkflame - Tue Jul 18, 2006 12:51 pm
#93303 - dualscreenman - Tue Jul 18, 2006 1:23 pm
I'd vote if a flashcart version was amde.
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#93471 - Mota - Wed Jul 19, 2006 11:16 am
I got my miniSD Supercard today, the SD version of Picodrive works just fine on it, exactly the same as the CF version did :)
Again, for supercard users: use the .nds.gba file and rename it to .nds
If you enter this in the competition, you have my vote, and several of my friends votes too :)
#93655 - bugmenot! - Thu Jul 20, 2006 2:00 pm
I just logged in with Bugmenot to tell you this.
The only game I could get working was Sonic 2 and it was very very buggy (I guess some would call it playable but I personally couldnt)
Im going to keep watching this though.. as it looks really cool.
#94006 - HtheB - Sat Jul 22, 2006 1:08 pm
On topic again guys?
#95590 - daninski - Sun Jul 30, 2006 12:01 pm
...and back to the megadrive emu! any WIP news on this? i'm constantly playing thunderforce Iv (which i have the cart for :) ) without collecting anything because it freezes when you do. the game looks very very pretty on a dslites screen.
#95937 - troymclure - Mon Jul 31, 2006 5:26 pm
me too.. i was wondering if there are any WIP ...
#96057 - Ryan FB - Tue Aug 01, 2006 2:32 am
The next release will have a new Cyclone core as well as a bunch of other stuff. It will also include the source code. I've worked on sound some - it can run choppily on ARM9, but it slows everything down to about 6fps, and moving it all over to ARM7 probably won't be easy, and hence probably won't be in the next release. Progress on the HW renderer has been slower than I would like because I've been really busy at work the past few weeks, in combination with getting to know all the quirks of the DS video hardware.
#96061 - Mota - Tue Aug 01, 2006 2:55 am
This topic has been buried for a while, is the project on hiatus?
#96089 - daninski - Tue Aug 01, 2006 9:40 am
Ryan FB wrote: |
The next release will have a new Cyclone core as well as a bunch of other stuff. It will also include the source code. I've worked on sound some - it can run choppily on ARM9, but it slows everything down to about 6fps, and moving it all over to ARM7 probably won't be easy, and hence probably won't be in the next release. Progress on the HW renderer has been slower than I would like because I've been really busy at work the past few weeks, in combination with getting to know all the quirks of the DS video hardware. |
doesn't look like it's on hiatus. :P
#96553 - shadowcolt22 - Thu Aug 03, 2006 8:36 pm
Hmm, great to see your still working on Picodrive, and giving the source out too is a great idea. Hopefully someone adds to it. Wish I could help (learning C++ at school starting next week). Ryan, did you see that post I put earlier about that contest. It's here
[b]http://sosuke.com/ezflash/about1376.html[/b]
and I think you could win with your new release. You just have give picodrive ez4 support. I switched over (sold my supercard), so I'm missing picodrive for now. Thinking about selling my ez4 and getting the supercard lite. Couldn't you give picodrive the ability to build roms into the emulator like the others that work for EZ4 (NESDS)? You might not have time to enter the EZ4 contest, but EZ4 support would still be really cool.
#96847 - user6336 - Sat Aug 05, 2006 10:31 pm
I just tried it out... looking very good! I hope you can keep with this... it's probably one of the best things on the DS right now! Awesome work.
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#96890 - ethoscapade - Sun Aug 06, 2006 5:42 am
apparently the latest release of dsorganize managed to coax ez4 read (not write) support out of the latest release of moonshell, which is a good thing!
#96893 - LiraNuna - Sun Aug 06, 2006 7:51 am
Ryan FB:
Either post the source for public (afaik PicoDrive is GPL) to allow people to rewrite the GPU core for dynamic recompilation, or either do it yourself.
All you've done is GUI fixes/addons and you keep calling it a 'new version' altho the emulation core still stays the same...
My 2 cents.
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#96982 - Ryan FB - Mon Aug 07, 2006 4:21 am
PicoDrive is not GPL, although I wish it were because then I could host the SVN repo on Google Code without relicensing it, and TheLazy1 could use Cyclone in his vMac port. The only licensing terms are "free for non-commercial use", but anyone who has ever asked me for the source (including you) has gotten it. You've had the original source for 2 months now, I would expect that if I were going to get patches back from you for a new renderer it would have already happened, given that you're much more experienced with the DS video hardware than me and it wouldn't take you nearly as long. The reason the source isn't up for public download is because, since I don't have a good public SVN repo for it and the code is in flux, I'd prefer the source tarball to actually match a release version (and the restructures after 0.1.4 cleaned up the build process greatly). Due to a lot of backend changes, the scanline renderer (which was the renderer for all previous releases) is broken on the current code branch, so I don't think people would be too happy if I released it like that. I'd rather continue to focus my time on the NDS native frame renderer than refix the scanline renderer.
Those first few releases were iterative in order to fix bugs and make enhancements I felt needed to be made early on in order to get the "basic" functionality working, so that there would be less complaints when I can't focus as much time on the project. That is why the version numbers are what they are. I've never claimed that I've been doing any great thing here, most of the credit rightfully belongs to Dave/notaz/reesy.
Last edited by Ryan FB on Mon Aug 07, 2006 6:31 pm; edited 1 time in total
#96987 - gladius - Mon Aug 07, 2006 5:11 am
http://www.bountysource.com is a good SVN provider. I've been using it for a while and have had no problems with it.
#96988 - Ryan FB - Mon Aug 07, 2006 5:54 am
Thanks, I went ahead and started up a project for PicoDriveDS there, since it seems like I wouldn't have to relicense the code. I'm not sure if I can import an existing SVN repository or not though, if I can't I'll probably just wind up making the current development branch the trunk for it.
#98478 - daninski - Tue Aug 15, 2006 2:46 pm
how's it all working out for you now Ryan FB?
#98572 - ejx982 - Wed Aug 16, 2006 2:43 am
Can't get it to work at all using: M3 MiniSD + Passcard 3
Tried-
Picodrive 1.4 (both .nds & .ds.gba)
Picodrive 1.3 (both .nds & ds.gba)
Picodrive 1.2 (both .nds & ds.gba)
I tried running each file using the "A" button, and again using the "Start' Button. My firmware is 21.
Any help w/ be great...
ejx982
#99519 - shadowcolt22 - Tue Aug 22, 2006 4:48 am
GREAT NEWS for EZ4 owners! Dragonminded, the guy who made DS organize got ds organize to work on ez4. Ryan, maybe you could use the same technique to get picodrive to work for it?
#99520 - Ryan FB - Tue Aug 22, 2006 5:14 am
DSOrganize doesn't have any source that I'm aware of, so I can't look and see what they're doing. The only EZ4 code I have is from Moonshell 1.31, and is pretty terrible. It's read-only, and the cart insertion check always returns true, so I'd pretty much have to make a separate build just for EZ4 (which does work). One thing I've gotten working in the past few days though is appended ROM support, meaning you can just "cat" or "copy /b" a ROM on to the PicoDriveDS binary and it will load it (pretty much every flash cart can use this method, except maybe some of the bleeding edge Slot-1-only carts like the DS-Xtreme which might not emulate GBA ROM space).
#99551 - Darkflame - Tue Aug 22, 2006 11:24 am
DSOrganize dosnt have the source open, but if you just ask the guy he seems friendly enough,
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#99569 - ratx - Tue Aug 22, 2006 1:48 pm
DSOrganize only has read support on EZ4, hes using the Moonshell driver...
#99600 - ethoscapade - Tue Aug 22, 2006 5:09 pm
glad to hear you're still working on picodrive!
by the by, you don't necessarily need to get write support working on the ez4.. the patching software works fine on homebrew that saves to sram exactly the same as it works on a gba rom. snesDS saves using this method, for example
#99606 - josath - Tue Aug 22, 2006 5:37 pm
ethoscapade wrote: |
glad to hear you're still working on picodrive!
by the by, you don't necessarily need to get write support working on the ez4.. the patching software works fine on homebrew that saves to sram exactly the same as it works on a gba rom. snesDS saves using this method, for example |
Well, that's only usefull if you don't need more than 64KB of storage (the limit of SRAM)
#99629 - Ryan FB - Tue Aug 22, 2006 7:26 pm
ethoscapade wrote: |
glad to hear you're still working on picodrive!
by the by, you don't necessarily need to get write support working on the ez4.. the patching software works fine on homebrew that saves to sram exactly the same as it works on a gba rom. snesDS saves using this method, for example |
Thanks for the suggestion, I went ahead and gave it a shot. If there's an appended ROM, PicoDriveDS will now save Genesis SRAM to GBA SRAM, and it seems to work from my testing on a normal GBA flashcart and an EZ4L. There aren't any Genesis carts I'm aware of with more than 16KB of SRAM, so size shouldn't be an issue.
#99674 - Ryan FB - Wed Aug 23, 2006 5:47 am
PicoDriveDS 0.1.5 is up! Changes:- Added support for appended ROMs. This should allow users with carts not supported by gba_nds_fat to use PicoDriveDS. Simply append a ROM to the PicoDriveDS binary, and it will run it (on *nix systems this can be done with "cat romname.ext >> picodriveds.ext", on Windows with "copy /b picodriveds.ext+romname.ext picodriveds-withrom.ext", substituting the appropriate filenames of course). You can only append one ROM at a time. In this mode, Genesis SRAM will be saved to GBA SRAM. Some patchers may work correctly with this and save the SRAM to your removable media, I have only been able to test with the EZ4 Lite software.
- Fixed M3 reset code, added M3SD Mini insertion detection code (untested, may not work)
- Massive code restructure and cleanup (though some cleanup is still in progress)
- Added save state support, accessed via the X button. Due to the current size of the save states, this is only supported for FAT devices and is disabled in appended ROM mode. Currently there is only one save state per ROM (saved to romname.pds). This is still a very experimental feature and save states may not be compatible with future versions of PicoDriveDS.
Grab it here or in the usual location. The source code tarball is also in the release directory, and I will check in the code to the PicoDriveDS Bounty Source project repository soon and begin using that as my primary Subversion server.
#99679 - manbitesdog - Wed Aug 23, 2006 6:30 am
Great news Ryan.
Just wondering if the code restructure and cleanup has had any affect on the rendering speed?
#99680 - Ryan FB - Wed Aug 23, 2006 6:39 am
Possible, but the effect should be minimal. The frame renderer, in particular the ASM frame renderer, is faster, but doesn't have nearly as much compatibility as the scanline renderer, so it's not in the default build. In the future I may make renderer choice a run-time option so people can have a good tradeoff between compatilibity and speed while the new renderers are still being developed. One of the other things I experimented with that isn't in this release is the new Cyclone core (0.00861), which worked fine for some ROMs but seemed to introduce major compatibility issues that I'll have to look into.
#99698 - Darkflame - Wed Aug 23, 2006 11:53 am
#99699 - daninski - Wed Aug 23, 2006 12:14 pm
could someone moomshell this for me please? i think it's the gba.ds one renamed to a .nds then patched :)
#99706 - dualscreenman - Wed Aug 23, 2006 1:52 pm
I believe I have found a bug.
I Sonic 3, Hydrocity zone, when you go under water the whole screen changes into the under water pallette instead of just the under water part. The rest of the screen doesn't change back to the normal pallette until all water is off screen.
_________________
dualscreenman wrote: |
What about Gaim DS? Gaim pretty much has support for all IM programs. |
tepples wrote: |
"Goshdammit, the DS is not a Gaim-boy! It's a third pillar!" |
#99708 - tepples - Wed Aug 23, 2006 2:02 pm
dualscreenman wrote: |
I Sonic 3, Hydrocity zone, when you go under water the whole screen changes into the under water pallette instead of just the under water part. |
Sounds like an HDMA problem. Like the Super NES, the Genesis has horizontal blanking DMA that can change the palette and scrolling for a given scanline. If you've been following SnezziDS development, this should sound familiar.
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#99735 - ethoscapade - Wed Aug 23, 2006 5:40 pm
great work!! speed has definitely improved since the last release i was able to try before i sold my supercard for an ez4.
do you have any idea what's up with the background of contra hardcorps? it's the only game i've tried on picodrive to have such a strange glitch.
let's get the sound processor on the arm7, now. snesDS devs will tell you, cpu synch is buckets of fun.
#99754 - mmmax - Wed Aug 23, 2006 7:41 pm
Yes, great work!
But it still doesn't work on the M3 mini SD!
#99757 - cracker - Wed Aug 23, 2006 7:54 pm
It works on my m3 miniSD (e25 firmware) when there is a ROM appended to the binary but now it won't load games from the miniSD (whereas 0.1.4 does). :/ I get the message saying that a ROM was found and that's it. I tried manually copying the games to 'Genesis Complete' and that yielded the same results. Anyone else?
#99763 - ejx982 - Wed Aug 23, 2006 9:15 pm
i need to try it on my M3 MiniSD tonight as well, but out of curosity; those who are using M3 MiniSD can we take a Poll?
(a) Can get it to work? If so what firmware? What Version Picodrive?
(b) Can't get it to work? If so what firmware? What Version Picodrive?
Example:
I, ejx982, Can't get it to work: Using
Picodrive 1.2, 1.3, 1.4
M3 MiniSD Firmware e21
#99764 - mmmax - Wed Aug 23, 2006 9:39 pm
I, mmmax, can't get it to work using:
picodriveds 1.2, 1.3, 1.4, 1.5 (all version of picodriveds)
M3 MiniSD Firmware e25 (I have the new model)
#99765 - Ryan FB - Wed Aug 23, 2006 9:43 pm
The only change in the M3 SD code is the insertion check code outlined here. If you want homebrew support for the Mini/G6, you need to contact info@g6flash.com and request that they release their source for FAT access (I have already done this, but received no response).
#99772 - mmmax - Wed Aug 23, 2006 10:22 pm
Ok, Ryan FB I will send an e-mail to Danny of the M3/G6 team!
But why other homebrew such as Moonshell, Rein, NesSD works great on M3 mini SD?
#99776 - cracker - Wed Aug 23, 2006 10:31 pm
Did you make the change to the source code as directed on that page?
Quote: |
For all series of M3-SD included M3-SDmini, we recommend to make the
following changes in the code of the "io_m3sd.c".
#define CF_STS_INSERTED1 0x20
#define CF_STS_INSERTED2 0x30
#define CF_STS_INSERTED3 0x22
#define CF_STS_INSERTED4 0x32
#define isM3ins(sta) ((sta == CF_STS_INSERTED1)||(sta ==
CF_STS_INSERTED2)||(sta == CF_STS_INSERTED3)||(sta == CF_STS_INSERTED4)) |
#99777 - Ryan FB - Wed Aug 23, 2006 10:39 pm
Yes, I made that change but didn't realize that REIN has M3 MiniSD support. From diffing my source with his I saw that the insertion checks don't all use the M3SD_IsInserted function, so I copied SaTa's version over and rebuilt the source. Since it's such a small change, files are still in the same location and this is still PicoDriveDS 0.1.5, but M3 MiniSD users should redownload and see if that fixes the issue for them.
#99780 - cracker - Wed Aug 23, 2006 11:07 pm
I tested it out and I had the same problem. I think there is extra data being added onto the binary that it thinks is a ROM image because all I get is 'Appended ROM check...FOUND SMD!' whether or not I have one added on.
#99781 - Ryan FB - Wed Aug 23, 2006 11:15 pm
One other MiniSD user reported back to me and has said it's working for them with this latest change. The SMD check code goes through and looks for the sequence 0xaabb at intervals of 256bytes+0x08 in GBA ROM space, so if the card loads that in to GBA ROM space at just the right place somehow then it's going to think there's an SMD appended. That sequence is not in the PicoDriveDS binary itself.
#99782 - mmmax - Wed Aug 23, 2006 11:16 pm
Wow...
Now with this new version the picodriveds works on M3 mini SD!
Thanks Ryan for your work! ;)
But what do you change from the previous bin?
#99783 - Ryan FB - Wed Aug 23, 2006 11:27 pm
See here for what was changed (old code on left).
#99786 - cracker - Wed Aug 23, 2006 11:52 pm
I've done some testing here and the results are consisten over various versions of firmware and patching software:
v0.1.4 works on v21-25
v0.1.5 gives the same 'FOUND SMD' message on v21-25
So there has to be something that changed in the code that's making this problem...
#99814 - shadowcolt22 - Thu Aug 24, 2006 3:31 am
Awsome work Ryan. I really want to try out the new release on my ez4, but I don't know how to append the roms to it. How do I do that? Sorry if it's obvious. Could some one help me out?
#99816 - cracker - Thu Aug 24, 2006 3:49 am
Right click, make new text file, enter in the following:
copy /B picodriveds.nds+game.bin picodriveds-game.nds
Save that as picodriveds.bat and double click it.
#99820 - shadowcolt22 - Thu Aug 24, 2006 4:04 am
thanks a lot cracker.
#99849 - ejx982 - Thu Aug 24, 2006 8:07 am
Ryan FB wrote: |
The only change in the M3 SD code is the insertion check code outlined here. If you want homebrew support for the Mini/G6, you need to contact info@g6flash.com and request that they release their source for FAT access (I have already done this, but received no response). |
Ryan FB,
I fired over an email to M3/G6 team to ask Danny for the source for FAT access. Although I see that picodrive is *now* working with my M3 MiniSD (Using the tweaked copy of 1.5), I *did* get a response from him *and* the G6 M3 fat lib If you like them, hit me a pm and I can e-mail them to you.
Otherwise, great work, and thanks again!.
ejx982
#99870 - Snuk the Great - Thu Aug 24, 2006 1:33 pm
O man, great work. I tried a couple of games and the only I did not get working was Streets of Rage 3, however this might have been a faulty rom as well. Anyway, great work! Cant wait for sound support!
#99878 - cracker - Thu Aug 24, 2006 2:31 pm
IIRC SoR3 was hellacious for emulators on PC to get working.
#100028 - daninski - Fri Aug 25, 2006 4:48 pm
daninski wrote: |
could someone moomshell this for me please? i think it's the gba.ds one renamed to a .nds then patched :) |
i just tried the moomshell patcher on it and it doesnt seem to work. sclite that is.
#100038 - Harakiri - Fri Aug 25, 2006 6:26 pm
Ryan FB wrote: |
M3 MiniSD users should redownload and see if that fixes the issue for them. |
WOOT - it works - picodrive now starts and im able to browse my mini sd for roms - i tried a couple of games (Lost Vikings, Quackshot, Street Fighter 2 Turbo, Streets of Rage 2) and all except Wonderboy in Monsterworld worked..
Couple of question :
The x button and the top left button seems to be set for picordrive functions - would it be possible to use xyab and top left/right for a 6 button control pad ? you really need it for games like street fighter
Do you currently work on improving picodrive (i.e. the sound part?)
thanks alot
#100120 - HtheB - Sat Aug 26, 2006 10:30 am
if you press select.. and choose another rom.. it says loading.. and freezes :(
#100123 - Harakiri - Sat Aug 26, 2006 11:35 am
HtheB wrote: |
if you press select.. and choose another rom.. it says loading.. and freezes :( |
not for my M3 Mini SD
#100132 - HtheB - Sat Aug 26, 2006 1:39 pm
Harakiri wrote: |
HtheB wrote: | if you press select.. and choose another rom.. it says loading.. and freezes :( |
not for my M3 Mini SD |
I use M3SD... maybe its only on mines? :(
#100144 - thundrestrike - Sat Aug 26, 2006 3:25 pm
i haven't been following this thread much, and was wondering about the progress on sound in picodrive? Is it something you are working on?
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#100286 - shadowcolt22 - Sun Aug 27, 2006 6:31 am
Ryan is one man. Sound would be awsome, but some experienced coders should add or give some input in this awsome project. So far I've learned to make text based programs in C++ :). By the time I can code for the DS, picodrive will be perfect. The speed's already impressive, and very playable. Still can it get faster? Ryan, I don't know the technicalities, but could you take a process that's going on in the arm 9, and have the other processor take care of it? Would that speed things up? Maybe allow for less frame skips? Maybe there could be a version made for sound, and another made for speed? Or maybe you could toggle sound on and off?
#100287 - shadowcolt22 - Sun Aug 27, 2006 6:34 am
I had an idea. I just realized that this could only work for those new DS slot flash carts. Still, maybe you could put out a version that works with that ram expansion cart that comes with ds web browser. Then the emulator would fly (right?)
#100291 - Nintendo Maniac 64 - Sun Aug 27, 2006 6:49 am
shadowcolt22 wrote: |
I had an idea. I just realized that this could only work for those new DS slot flash carts. Still, maybe you could put out a version that works with that ram expansion cart that comes with ds web browser. Then the emulator would fly (right?) |
No, not really... it's like playing an N64 emulator on my P3 667MHz PC here with 256 MB of RAM, or my P3 700MHz PC with 128 MB of RAM. It'd play faster on the laptop even though it's only 33MHz higher and has half the RAM.
EDIT: Besides, if he needed RAM, Supercards have 16 extra MB of it, and many more people have those than DS-slot flash cards; not to mention it's 16 extra MB instead of 4MB.
#100338 - daninski - Sun Aug 27, 2006 12:44 pm
daninski wrote: |
daninski wrote: | could someone moomshell this for me please? i think it's the gba.ds one renamed to a .nds then patched :) | i just tried the moomshell patcher on it and it doesnt seem to work. sclite that is. |
i just tried it again out of boredom and instead of saying SC code not found, it said 'OK!' and the patched version works. not only that but thunderforce 4 doesn't freeze up when you collect the power-ups. yes, these are special days.
#100406 - shadowcolt22 - Sun Aug 27, 2006 6:42 pm
O I got ya. You know what would be awsome, 2 player support.
#100407 - shadowcolt22 - Sun Aug 27, 2006 7:09 pm
Can someone tell me if Picodrive works with supercard lite. I'm thinking of switching over.
#100447 - daninski - Sun Aug 27, 2006 11:59 pm
with the moomshell patcher it does.
#102224 - ejr - Mon Sep 11, 2006 11:16 pm
I have a strange problem with latest relase. After patching it with SuperCard Magic Homebrew Patcher v0.2 i place picodrive file on cf card and its working. I can load games one after another, save etc, but when I turn off my console and then turn it back on sometimes (about 80% chance) it will show two black screens and there is sometthin like "appending rom... smd found" and it stops. There is only small chance that it will load correctly only...
#102245 - cracker - Tue Sep 12, 2006 5:58 am
Is there any plan for implementing a code search engine or GG/PAR cheating?
#102309 - dkm - Tue Sep 12, 2006 9:44 pm
That's brilliant, didn't have any problem with the ROMs I tested so far.
(as the other guys, I'm wondering about the sound issue and its feasibility, and if the framerate still can be improved as well)
Anyways, thanx Ryan !
#104906 - thundrestrike - Wed Oct 04, 2006 1:20 am
sorry to bump this ancient topic, but
has there been any work on this? I thought this was a pretty cool emu!
Hope to hear something!
_________________
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#105696 - uzumakishade - Wed Oct 11, 2006 3:35 am
please tell me there is still being work done on this i would love sound for this and some speed upgrades or something
#107506 - Red XIII - Mon Oct 30, 2006 10:12 am
True,any updates on this, Ryan?
I hope project is not abandoned :(
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If at first you don't succeed, redefine success.
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#107522 - Darkflame - Mon Oct 30, 2006 2:48 pm
Yes, the creator of the original Picodrive is a fan of this DS project, so its a shame to see it go ;)
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#107569 - Ryan FB - Mon Oct 30, 2006 11:41 pm
I've been pretty busy lately with stuff for grad school. I do plan on working on PicoDriveDS more, I just haven't had the time recently.
#107608 - Red XIII - Tue Oct 31, 2006 1:39 pm
OK,take your time man.
Glad to hear it's just a temporary hold.
_________________
He who laughs last, obviously didn't get the joke.
If at first you don't succeed, redefine success.
Jesus said to John "Come forth and I will grant you eternal life." John came fifth and won a toaster.
#108663 - Mota - Sat Nov 11, 2006 2:45 am
Red XIII wrote: |
OK,take your time man.
Glad to hear it's just a temporary hold. |
You said it! Every update of PicoDS is like a miniature christmas.
#109020 - blades - Tue Nov 14, 2006 2:49 am
hi, sorry to ask this, but i was curious if anyone got phantasy star 4 to save, it runs great, but doesnt save on my ezf4l deluxe.
(tested working are master of monsters (does save), and power rangers the movie)
#110249 - Ryan FB - Mon Nov 27, 2006 7:15 am
PicoDriveDS 0.1.6 is up! Changes:- Added Max Media Dock FAT support (thanks chishm/Bonic)
- Added EZ4 FAT support (thanks cory1492/Rudolph)
- Reduced memory usage, 3MB ROMs should work again
- Added EXPERIMENTAL support for using the additional RAM on SuperCard SD carts to load ROMs larger than 3MB. This comes with the standard warning that this feature may cause file corruption on your SD card. The SCSD may also keep the Genesis ROM in GBA ROM space after a reboot, causing PicoDriveDS to see it as an appended ROM and crash on startup - to fix this issue simply power down, take the SCSD out, and wait a few seconds.
Grab it here or in the usual location.
#110274 - Harakiri - Mon Nov 27, 2006 12:10 pm
Great, glad to see an update !
#110297 - dualscreenman - Mon Nov 27, 2006 6:30 pm
Very nice. :D
<3 PicodriveDS
_________________
dualscreenman wrote: |
What about Gaim DS? Gaim pretty much has support for all IM programs. |
tepples wrote: |
"Goshdammit, the DS is not a Gaim-boy! It's a third pillar!" |
#110341 - jester - Mon Nov 27, 2006 11:32 pm
any new progress on this emulator?
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#110473 - Harakiri - Tue Nov 28, 2006 8:42 pm
jester wrote: |
any new progress on this emulator? |
dude are you insane ? he posted an update just yesterday - do you want a progress update every day ?
#110753 - Kir - Fri Dec 01, 2006 7:04 am
Here's Picodrive 0.1.6 with DSLink support (thanks to Rudolph, author of DSLink driver), compiled by me :
1) NDS File
2) Source Code
Save/load support works fine, confirmed by me.
#117196 - youplaboum - Fri Feb 02, 2007 7:34 am
Hi
PicodriveDS have some problems with saving on my M3 miniSD (tested with shining in the darkness and phantasy star 4): 0.1.6 can't save, it hangs and create a fantom file on the card wich goeas away only by formatting. Same for 0.1.5 (can't load PS4, 3MB), and 0.1.4 don't even start. I had to go back to 0.1.3 to find a working .nds. Kir's don't find the rom and hangs on init FAT. 0.1.6 can't load a 0.1.3 saved game neither.
#117459 - Ryan FB - Sun Feb 04, 2007 11:11 pm
PicoDriveDS 0.1.7 is up! Changes:- Updated for DKA r20 and latest libnds.
- Switched to libfat with DLDI support.
- Fixed bug where select key must be released quickly in order to go back to file selection menu.
- Appended ROM check now only happens if FAT is unable to init.
- Added untested Opera RAM expansion support, and RAM support for SCCF.
Grab it here.
#117461 - Dood77 - Sun Feb 04, 2007 11:32 pm
Glad to see a more common system's emulator being updated! *grumbles about lazy NES/SNES devs*
#117462 - HtheB - Sun Feb 04, 2007 11:32 pm
Nice update :)
#117752 - daninski - Wed Feb 07, 2007 3:01 am
works perfect as an unmodded file on my supercardlite. thunder-force 4 is faultless now, intro and all. excellent.
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#117788 - dualscreenman - Wed Feb 07, 2007 2:21 pm
Wow! Nice to see this project is still going strong.
_________________
dualscreenman wrote: |
What about Gaim DS? Gaim pretty much has support for all IM programs. |
tepples wrote: |
"Goshdammit, the DS is not a Gaim-boy! It's a third pillar!" |
#118038 - Mrshlee - Fri Feb 09, 2007 10:09 am
I finally got a chance to play with this release..
Very impressive.. The speed has increased and smoothed since the last release and this has made sonic a much more enjoyable experience :)
Keep it up man..
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#118080 - f3 - Fri Feb 09, 2007 10:34 pm
yeah, don't give up!
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#118085 - thebawp - Fri Feb 09, 2007 11:43 pm
DLDI version doesn't work on my Supercard SD, despite it being successfully patched with the DLDI tool. Anyone with a Supercard SD who has got the DLDI version running (earlier versions run fine)?
#119163 - Duchemole - Tue Feb 20, 2007 10:57 am
Very good job, i tried many games, compatibility is amazing, of course some games are running really better than some others, but games such as tanto-r, sorcerian or king's bounty, that s really a pleasure !!!
about the sound, i had an idea that could temporarily be a way to have musics while playing
on dreamcast, there was a md emulator that had only psg sounds, to not emulate the fm chip, i m sure it is not a heavy task for the cpu...
by the way, keep the good job, and thanks again for letting us play these md games on ds !!!!
#119182 - Jabba - Tue Feb 20, 2007 4:02 pm
thebawp wrote: |
DLDI version doesn't work on my Supercard SD, despite it being successfully patched with the DLDI tool. Anyone with a Supercard SD who has got the DLDI version running (earlier versions run fine)? |
Patch it ith the moonshell DLDI. The supercard D one hant worked with anything i've thrown at it here as the moonshell one has.
#119572 - Vinsent - Sat Feb 24, 2007 11:40 am
Does anybody have a compatibility list for PicodriveDS?
#119595 - ethoscapade - Sat Feb 24, 2007 3:44 pm
Duchemole wrote: |
Very good job, i tried many games, compatibility is amazing, of course some games are running really better than some others, but games such as tanto-r, sorcerian or king's bounty, that s really a pleasure !!!
about the sound, i had an idea that could temporarily be a way to have musics while playing
on dreamcast, there was a md emulator that had only psg sounds, to not emulate the fm chip, i m sure it is not a heavy task for the cpu...
by the way, keep the good job, and thanks again for letting us play these md games on ds !!!! |
afaik, he's still not using the arm7 at all beyond handling the few registers the arm9 doesn't have access too, so in theory he could throw the fm chip on there.. however, getting the two to sync up properly will be a hellish task if snes emulation is any indicator, and picodrive still renders in software, so it'd probably be better to work on that first.
#119600 - Puyo - Sat Feb 24, 2007 5:05 pm
Actually, even ARM9 is not powerfull enough to run YM2612 chip emulator. And I don`t even mention that it is controlled by Z80 (mostly), which needs to be emulated aswell. PSG is possible & even DAC shouldn`t be hard to implement. The thing is that PSG is almost unused in games, but DAC is for digital effects (voice). So you won`t find them enjoyable at all.
P.S. I just noticed that Rock n Roll Racing hangs after first race because of lack of Z80.
#119606 - tepples - Sat Feb 24, 2007 6:15 pm
Puyo wrote: |
The thing is that PSG is almost unused in games |
[citation needed]
If you mute the PSG, you lose the hi-hats and some of the instruments in a lot of games. Even in the infamous intro of Zero Wing, you can hear the loss of the ostinato. I believe Pac-Attack runs most of its sound effects off the PSG as well.
_________________
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#120127 - Doom5 - Thu Mar 01, 2007 5:42 am
Puyo wrote: |
Actually, even ARM9 is not powerfull enough to run YM2612 chip emulator. And I don`t even mention that it is controlled by Z80 (mostly), which needs to be emulated aswell. PSG is possible & even DAC shouldn`t be hard to implement. The thing is that PSG is almost unused in games, but DAC is for digital effects (voice). So you won`t find them enjoyable at all.
P.S. I just noticed that Rock n Roll Racing hangs after first race because of lack of Z80. |
I believe you're right, but out of curiosity, do you know why the SNES's superior music and sound hardware can be emulated on the ARM 7, where as the ARM7 is too slow to emulate the YM2612? I know PocketSPC is written in asm, but I believe the GP2X's picodrive's YM2612 is as well.
#120137 - tepples - Thu Mar 01, 2007 8:05 am
Doom5 wrote: |
out of curiosity, do you know why the SNES's superior music and sound hardware can be emulated on the ARM 7, where as the ARM7 is too slow to emulate the YM2612? |
I'm guessing it has something to do with an impedance mismatch between the architectures. Both the Super NES DSP and the Nintendo DS audio hardware are sample playback devices, while the Yamaha chip is an FM synthesizer.
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#120146 - gladius - Thu Mar 01, 2007 9:53 am
The YM2612 is actually quite a powerful chip for an FM synthesizer. Simulating it in software ends up being more complex (and slower) than the SPC700. Plus the Z80 needs to be emulated as well, and that by itself is going to put the arm7 near it's processing limits.
FM synthesizers require a lot of calculation per sample, while the arm7 version of pocketspc cheats and skips sample filtering and a few other effects for speed purposes.
#120661 - Duchemole - Mon Mar 05, 2007 9:32 am
when i was talking about PSG, i meant to replace all fm voices by psg sounds as well, as it was on the emulator running on dreamcast
of course, it sounds sucky, but, it s still a good way to hear all voices on a game, without using much cpu (better than nothing)
#137458 - ChArG3D - Sun Aug 12, 2007 12:18 am
Hey I see that obviously you guys have found ROMs to download, do you mind sharing where you got them?
#137464 - bigleak2 - Sun Aug 12, 2007 2:11 am
of course it's against the rules for super nintendo neo geo cpc msx sega genesis and more and i hope giving this link isnt agaisnt rules